1
0
forked from 0ad/0ad
0ad/source/graphics/Model.cpp
Ykkrosh c2b119e721 # Linux fixes.
Disabled CONFIG_USE_MMGR by default, since it seems unnecessary and it
makes debug builds slow (extremely slow under Valgrind) due to symbol
lookups when allocating memory.
Fixed minor warnings and errors.

This was SVN commit r4927.
2007-02-25 21:11:57 +00:00

524 lines
15 KiB
C++

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Name: Model.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include "precompiled.h"
#include "Model.h"
#include "ModelDef.h"
#include "maths/Quaternion.h"
#include "maths/Bound.h"
#include "SkeletonAnim.h"
#include "SkeletonAnimDef.h"
#include "SkeletonAnimManager.h"
#include "MeshManager.h"
#include "ObjectEntry.h"
#include "lib/res/graphics/ogl_tex.h"
#include "lib/res/h_mgr.h"
#include "ps/Profile.h"
#include "ps/CLogger.h"
#define LOG_CATEGORY "graphics"
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Constructor
CModel::CModel()
: m_Parent(NULL), m_Flags(0), m_Anim(NULL), m_AnimTime(0),
m_BoneMatrices(NULL), m_InverseBindBoneMatrices(NULL),
m_PositionValid(false), m_ShadingColor(1,1,1,1)
{
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Destructor
CModel::~CModel()
{
// Detach us from our parent
if (m_Parent)
{
for(std::vector<Prop>::iterator iter = m_Parent->m_Props.begin();
iter != m_Parent->m_Props.end();
++iter)
{
if (iter->m_Model == this)
{
m_Parent->m_Props.erase(iter);
break;
}
}
m_Parent = 0;
}
ReleaseData();
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// ReleaseData: delete anything allocated by the model
void CModel::ReleaseData()
{
delete[] m_BoneMatrices;
delete[] m_InverseBindBoneMatrices;
for (size_t i = 0; i < m_Props.size(); ++i)
{
m_Props[i].m_Model->m_Parent = 0;
delete m_Props[i].m_Model;
}
m_Props.clear();
m_pModelDef = CModelDefPtr();
Handle h = m_Texture.GetHandle();
ogl_tex_free(h);
m_Texture.SetHandle(0);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// InitModel: setup model from given geometry
bool CModel::InitModel(CModelDefPtr modeldef)
{
// clean up any existing data first
ReleaseData();
m_pModelDef = modeldef;
size_t numBones = modeldef->GetNumBones();
if (numBones != 0)
{
// allocate matrices for bone transformations
m_BoneMatrices = new CMatrix3D[numBones];
m_InverseBindBoneMatrices = new CMatrix3D[numBones];
// store default pose until animation assigned
CBoneState* defpose = modeldef->GetBones();
for (size_t i = 0; i < numBones; ++i)
{
m_BoneMatrices[i].SetIdentity();
m_BoneMatrices[i].Rotate(defpose[i].m_Rotation);
m_BoneMatrices[i].Translate(defpose[i].m_Translation);
m_InverseBindBoneMatrices[i].SetIdentity();
m_InverseBindBoneMatrices[i].Translate(-defpose[i].m_Translation);
m_InverseBindBoneMatrices[i].Rotate(defpose[i].m_Rotation.GetInverse());
}
}
m_PositionValid = true;
return true;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// CalcBound: calculate the world space bounds of this model
void CModel::CalcBounds()
{
// Need to calculate the object bounds first, if that hasn't already been done
if (! (m_Anim && m_Anim->m_AnimDef))
CalcObjectBounds();
else
{
if (m_Anim->m_ObjectBounds.IsEmpty())
CalcAnimatedObjectBound(m_Anim->m_AnimDef, m_Anim->m_ObjectBounds);
debug_assert(! m_Anim->m_ObjectBounds.IsEmpty()); // (if this happens, it'll be recalculating the bounds every time)
m_ObjectBounds = m_Anim->m_ObjectBounds;
}
m_ObjectBounds.Transform(GetTransform(),m_Bounds);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// CalcObjectBounds: calculate object space bounds of this model, based solely on vertex positions
void CModel::CalcObjectBounds()
{
m_ObjectBounds.SetEmpty();
size_t numverts=m_pModelDef->GetNumVertices();
SModelVertex* verts=m_pModelDef->GetVertices();
for (size_t i=0;i<numverts;i++) {
m_ObjectBounds+=verts[i].m_Coords;
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// CalcAnimatedObjectBound: calculate bounds encompassing all vertex positions for given animation
void CModel::CalcAnimatedObjectBound(CSkeletonAnimDef* anim,CBound& result)
{
result.SetEmpty();
// Set the current animation on which to perform calculations (if it's necessary)
if (anim != m_Anim->m_AnimDef)
{
CSkeletonAnim dummyanim;
dummyanim.m_AnimDef=anim;
if (!SetAnimation(&dummyanim)) return;
}
size_t numverts=m_pModelDef->GetNumVertices();
SModelVertex* verts=m_pModelDef->GetVertices();
// Remove any transformations, so that we calculate the bounding box
// at the origin. The box is later re-transformed onto the object, without
// having to recalculate the size of the box.
CMatrix3D transform, oldtransform = GetTransform();
CModel* oldparent = m_Parent;
m_Parent = 0;
transform.SetIdentity();
CRenderableObject::SetTransform(transform);
// Following seems to stomp over the current animation time - which, unsurprisingly,
// introduces artefacts in the currently playing animation. Save it here and restore it
// at the end.
float AnimTime = m_AnimTime;
// iterate through every frame of the animation
for (size_t j=0;j<anim->GetNumFrames();j++) {
m_PositionValid = false;
ValidatePosition();
// extend bounds by vertex positions at the frame
for (size_t i=0;i<numverts;i++)
{
result += CModelDef::SkinPoint(verts[i], GetAnimatedBoneMatrices(), GetInverseBindBoneMatrices());
}
// advance to next frame
m_AnimTime += anim->GetFrameTime();
}
m_PositionValid = false;
m_Parent = oldparent;
SetTransform(oldtransform);
m_AnimTime = AnimTime;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// BuildAnimation: load raw animation frame animation from given file, and build a
// animation specific to this model
CSkeletonAnim* CModel::BuildAnimation(const char* filename, const char* name, float speed, double actionpos, double actionpos2)
{
CSkeletonAnimDef* def=g_SkelAnimMan.GetAnimation(filename);
if (!def) return NULL;
CSkeletonAnim* anim=new CSkeletonAnim;
anim->m_Name = name;
anim->m_AnimDef=def;
anim->m_Speed=speed;
anim->m_ActionPos=(float)( actionpos /* * anim->m_AnimDef->GetDuration() */ / speed );
anim->m_ActionPos2=(float)( actionpos2 /* * anim->m_AnimDef->GetDuration() */ / speed );
anim->m_ObjectBounds.SetEmpty();
InvalidateBounds();
return anim;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Update: update this model by the given time, in seconds
void CModel::Update(float time)
{
if (m_Anim && m_Anim->m_AnimDef && m_BoneMatrices)
{
// adjust for animation speed
float animTimeDelta = time*m_AnimSpeed;
float oldAnimTime = m_AnimTime;
// update animation time, but don't calculate bone matrices - do that (lazily) when
// something requests them; that saves some calculation work for offscreen models,
// and also assures the world space, inverted bone matrices (required for normal
// skinning) are up to date with respect to m_Transform
m_AnimTime += animTimeDelta;
float duration = m_Anim->m_AnimDef->GetDuration();
if (m_AnimTime > duration)
{
if (m_Flags & MODELFLAG_NOLOOPANIMATION)
{
if (m_NextAnim)
SetAnimation(m_NextAnim);
else
{
// Changing to no animation - probably becoming a corpse.
// Make sure the last displayed frame is the final frame
// of the animation.
float nearlyEnd = duration - 1.f; // 1 msec
if (fabs(oldAnimTime - nearlyEnd) < 1.f)
SetAnimation(NULL);
else
m_AnimTime = nearlyEnd;
}
}
else
m_AnimTime = fmod(m_AnimTime, duration);
}
// mark vertices as dirty
SetDirty(RENDERDATA_UPDATE_VERTICES);
// mark matrices as dirty
InvalidatePosition();
}
// update props
for (size_t i = 0; i < m_Props.size(); ++i)
m_Props[i].m_Model->Update(time);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool CModel::NeedsNewAnim(float time) const
{
// TODO: fix UnitAnimation so it correctly loops animated props
if (m_Anim && m_Anim->m_AnimDef && m_BoneMatrices)
{
// adjust for animation speed
float animtime = time * m_AnimSpeed;
float duration = m_Anim->m_AnimDef->GetDuration();
if (m_AnimTime + animtime > duration)
return true;
}
return false;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// InvalidatePosition
void CModel::InvalidatePosition()
{
m_PositionValid = false;
for (uint i = 0; i < m_Props.size(); ++i)
m_Props[i].m_Model->InvalidatePosition();
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// ValidatePosition: ensure that current transform and bone matrices are both uptodate
void CModel::ValidatePosition()
{
if (m_PositionValid)
{
debug_assert(!m_Parent || m_Parent->m_PositionValid);
return;
}
if (m_Parent && !m_Parent->m_PositionValid)
{
// Make sure we don't base our calculations on
// a parent animation state that is out of date.
m_Parent->ValidatePosition();
// Parent will recursively call our validation.
debug_assert(m_PositionValid);
return;
}
if (m_Anim && m_BoneMatrices)
{
PROFILE( "generating bone matrices" );
debug_assert(m_pModelDef->GetNumBones() == m_Anim->m_AnimDef->GetNumKeys());
m_Anim->m_AnimDef->BuildBoneMatrices(m_AnimTime,m_BoneMatrices);
const CMatrix3D& transform=GetTransform();
for (size_t i=0;i<m_pModelDef->GetNumBones();i++) {
m_BoneMatrices[i].Concatenate(transform);
}
}
m_PositionValid = true;
// re-position and validate all props
for (size_t j = 0; j < m_Props.size(); ++j)
{
const Prop& prop=m_Props[j];
CMatrix3D proptransform = prop.m_Point->m_Transform;;
if (prop.m_Point->m_BoneIndex != 0xff)
proptransform.Concatenate(m_BoneMatrices[prop.m_Point->m_BoneIndex]);
else
proptransform.Concatenate(m_Transform);
prop.m_Model->SetTransform(proptransform);
prop.m_Model->ValidatePosition();
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SetAnimation: set the given animation as the current animation on this model;
// return false on error, else true
bool CModel::SetAnimation(CSkeletonAnim* anim, bool once, float speed, CSkeletonAnim* next)
{
m_Anim=NULL; // in case something fails
if (anim) {
m_Flags &= ~MODELFLAG_NOLOOPANIMATION;
if (once)
{
m_Flags |= MODELFLAG_NOLOOPANIMATION;
m_NextAnim = next;
}
if (!m_BoneMatrices && anim->m_AnimDef) {
// not boned, can't animate
return false;
}
if (m_BoneMatrices && !anim->m_AnimDef) {
// boned, but animation isn't valid
// (e.g. the default (static) idle animation on an animated unit)
return false;
}
if (anim->m_AnimDef && anim->m_AnimDef->GetNumKeys() != m_pModelDef->GetNumBones()) {
// mismatch between model's skeleton and animation's skeleton
LOG(ERROR, LOG_CATEGORY, "Mismatch between model's skeleton and animation's skeleton (%d model bones != %d animation keys)",
m_pModelDef->GetNumBones(), anim->m_AnimDef->GetNumKeys());
return false;
}
// reset the cached bounds when the animation is changed
m_ObjectBounds.SetEmpty();
InvalidateBounds();
// start anim from beginning
m_AnimTime=0;
// Adjust speed by animation base rate.
m_AnimSpeed = speed * anim->m_Speed;
}
m_Anim = anim;
return true;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// CopyAnimation
void CModel::CopyAnimationFrom(CModel* source)
{
m_Anim = source->m_Anim;
m_NextAnim = source->m_NextAnim;
m_AnimTime = source->m_AnimTime;
m_AnimSpeed = source->m_AnimSpeed;
m_Flags &= ~MODELFLAG_CASTSHADOWS;
if (source->m_Flags & MODELFLAG_CASTSHADOWS)
m_Flags |= MODELFLAG_CASTSHADOWS;
m_ObjectBounds.SetEmpty();
InvalidateBounds();
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// AddProp: add a prop to the model on the given point
void CModel::AddProp(SPropPoint* point, CModel* model, CObjectEntry* objectentry)
{
// position model according to prop point position
model->SetTransform(point->m_Transform);
model->m_Parent = this;
// check if we're already using this point, and remove it if so
// (when a prop is removed it will also remove the prop point)
uint i;
for (i = 0; i < m_Props.size(); i++) {
if (m_Props[i].m_Point == point) {
delete m_Props[i].m_Model;
break;
}
}
// not using point; add new prop
Prop prop;
prop.m_Point = point;
prop.m_Model = model;
prop.m_ObjectEntry = objectentry;
m_Props.push_back(prop);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// RemoveProp: remove a prop from the given point
void CModel::RemoveProp(SPropPoint* point)
{
uint i;
for (i=0;i<m_Props.size();i++) {
if (m_Props[i].m_Point==point) {
delete m_Props[i].m_Model;
// (when a prop is removed it will automatically remove its prop point)
break;
}
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Clone: return a clone of this model
CModel* CModel::Clone() const
{
CModel* clone = new CModel;
clone->m_ObjectBounds = m_ObjectBounds;
clone->InitModel(m_pModelDef);
clone->SetTexture(m_Texture);
if (m_Texture.GetHandle())
h_add_ref(m_Texture.GetHandle());
clone->SetMaterial(m_Material);
clone->SetAnimation(m_Anim);
clone->SetFlags(m_Flags);
for (uint i=0;i<m_Props.size();i++) {
// eek! TODO, RC - need to investigate shallow clone here
clone->AddProp(m_Props[i].m_Point, m_Props[i].m_Model->Clone(), m_Props[i].m_ObjectEntry);
}
return clone;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SetTransform: set the transform on this object, and reorientate props accordingly
void CModel::SetTransform(const CMatrix3D& transform)
{
// call base class to set transform on this object
CRenderableObject::SetTransform(transform);
InvalidateBounds();
InvalidatePosition();
}
//////////////////////////////////////////////////////////////////////////
void CModel::SetMaterial(const CMaterial &material)
{
m_Material = material;
if(m_Material.GetTexture().Trim(PS_TRIM_BOTH).length() > 0)
{
// [TODO: uh, shouldn't this be doing something?]
}
}
void CModel::SetPlayerID(int id)
{
m_Material.SetPlayerColor(id);
for (std::vector<Prop>::iterator it = m_Props.begin(); it != m_Props.end(); ++it)
it->m_Model->SetPlayerID(id);
}
void CModel::SetPlayerColor(CColor& colour)
{
m_Material.SetPlayerColor(colour);
}
void CModel::SetShadingColor(CColor& colour)
{
m_ShadingColor = colour;
for( std::vector<Prop>::iterator it = m_Props.begin(); it != m_Props.end(); ++it )
{
it->m_Model->SetShadingColor(colour);
}
}